Contents

"On the subject of Magehunter ... I [Paul Mason] should point out that I learned from my mistake with Crimson Tide, and deliberately built in multiple victory paths, and different levels of victory."[1]

YOU are a Magehunter, tracking down evil-doers and bringing them to justice. Your trusty flintlock pistol and fine steel broadsword have seen many fights, and you have the knowledge, skill and equipment to capture the craftiest sorcerer. But disaster strikes. Magic drags you far from your familiar world, to a land of treasures, traps, and treachery.

Strange tales and bizarre transformations must all be endured if you are to win through, defeat your enemy and return to your homeland.

FIGHTING FANTASY — THE WORLD'S MOST POPULAR ADVENTURE GAMEBOOK SERIES[2]

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In this book the player takes the role of a magehunter from a fantasy setting somewhat more advanced than the usual Fighting Fantasy setting of Titan. The player is transported to Titan and must track down the wizardMencius, kill him and them return to their homeworld. The adventure involves body-switching and for much of the book the player is accompanied by a companion.

In the course of the adventure the player may acquire a companion whose stats are written down on the "Adventure Sheet". If separated from their companion, the player loses anything the companion may have been carrying.[3]

A 1d6 roll is used to determine the number of Silver Pieces a player begins the adventure with.[3]

The "Adventure Sheet" incorrectly features three boxes for skill and none for stamina or luck.

The instructions tell the player to note down the stats of any companion they may pick up during the adventure, but while luck is mentioned specifically, there is no place for this stat on the "Adventure Sheet".

(66) and (67): Poor pagination means that (67) starts with the last two words ("to 186") of (66).